;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
2       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
20      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
2       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
6       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
1       ; Monarchy  pays support for all units past this
0       ; Communism pays support for all units past this
2       ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Practical Science,  5, 2,  Uni, nil, 1, 3    ; AFl
Nationalism,        5, 0,  nil, nil, 1, 2    ; Alp
Diplomacy,          3, 0,  Alp, nil, 1, 0    ; Amp
Astronomy,          4, 1,  AFl, nil, 1, 3    ; Ast
Modern Army,        5,-2,  nil, nil, 1, 0    ; Ato
Faith Expasion,     5, 2,  Cer, Nav, 3, 2    ; Aut
Banking,            4, 1,  nil, nil, 1, 1    ; Ban
Bridge Building,    4, 0,  Iro, Cst, 0, 4    ; Bri
Humanism,           4, 1,  nil, nil, 1, 3    ; Bro
Christianity,       4, 0,  nil, nil, 1, 2    ; Cer
Chemistry,          5,-1,  AFl, nil, 1, 3    ; Che
Free thinking,      4, 1,  Bro, nil, 1, 2    ; Chi
Printing,           4, 1,  nil, nil, 1, 4    ; CoL
Profesional soldier,5,-2,  Ato, nil, 1, 0    ; CA 
Religious Crisis,   6, 2,  Chi, Aut, 1, 2    ; Cmb
Reformation,        8, 2,  Cmb, CoL, 2, 2    ; Cmn
Nones,              4, 1,  no,  no,  3, 4    ; Cmp
Albanians I,        4, 0,  nil, nil, 1, 0    ; Csc
Mercenary,          3,-2,  CA,  no,  1, 0    ; Cst
Christian Empire,   4, 0,  Amp, nil, 1, 2    ; Cor
World Power Empire, 5, 1,  Cor, Csc, 0, 2    ; Cur
Nones,              5, 1,  no,  no,  2, 2    ; Dem
Economics,          4, 1,  Uni, Ban, 1, 1    ; Eco
Arts,               3, 2,  Uni, Map, 1, 3    ; E1 
Nones,              4, 1,  no,  no,  3, 4    ; E2 
Engineering,        4, 0,  nil, nil, 1, 4    ; Eng
Nones,              3, 1,  no,  no,  3, 2    ; Env
Espionage,          5,-1,  Cur, nil, 1, 0    ; Esp
Centralism,         3, 0,  Cur, nil, 2, 2    ; Exp
Vaubian Fortress,   5,-1,  Mob, nil, 1, 0    ; Feu
Siegue Warfare,     6,-2,  Feu, nil, 2, 4    ; Fli
Fundamentalism,     0, 0,  no,  no,  3, 3    ; Fun
Atlantic Navy,      6,-2,  Ldr, Iro, 1, 4    ; FP 
Preindustrializatio,5, 0,  Met, nil, 1, 4    ; Gen
Levies,             2,-2,  nil, nil, 1, 0    ; Gue
Gunpowder,          8,-2,  nil, nil, 1, 0    ; Gun
Machines,           5, 1,  Gen, nil, 1, 4    ; Hor
Nones,              6, 0,  no,  no,  2, 1    ; Ind
Compass,            4, 0,  Eng, nil, 1, 4    ; Inv
Naval working,      5,-1,  Inv, Met, 1, 4    ; Iro
Lens,               4, 0,  Ast, Iro, 1, 4    ; Lab
Sanitation,         4, 1,  Med, no,  1, 4    ; Las
World Voyages,      5, 0,  Sea, nil, 1, 1    ; Ldr
New Products,       5, 0,  Ldr, nil, 1, 1    ; Lit
Commercial Company, 5, 0,  Eco, Lit, 1, 1    ; Too
Price Revolution,   5, 0,  Too, nil, 1, 1    ; Mag
Commercial bourgeoi,4, 0,  Mag, Cur, 1, 1    ; Map
European mercenary, 0, 0,  no,  no,  3, 3    ; Mas
Landsknecht I,      4, 0,  nil, nil, 1, 0    ; MP 
Adv. mathematics,   3, 1,  AFl, Lab, 1, 3    ; Mat
Anatomy,            3, 1,  Che, nil, 1, 3    ; Med
Metallurgy,         5, 0,  Eng, CA,  1, 0    ; Met
Landsknecht II,     4, 0,  MP,  nil, 1, 0    ; Min
Cannon Production,  8,-2,  Ato, Met, 3, 0    ; Mob
Monarchy,           5, 1,  nil, nil, 1, 2    ; Mon
Monotheism,         5, 1,  nil, nil, 1, 2    ; MT 
Free Worship,       4, 1,  Phi, nil, 1, 2    ; Mys
Navigation,         4, 0,  nil, nil, 1, 4    ; Nav
Mlberg defeat,     4,-2,  no,  nil, 1, 0    ; NF 
Nones,              4,-2,  no,  nil, 1, 0    ; NP 
Council,            7, 2,  Cmn, nil, 1, 2    ; Phi
Reiter I,           4, 0,  nil, nil, 1, 0    ; Phy
Reiter II,          4, 0,  Phy, nil, 1, 0    ; Pla
Nones,              4,-2,  no,  nil, 1, 0    ; Plu
Scots I,            4, 0,  nil, nil, 1, 0    ; PT 
Scots II,           4, 0,  PT,  nil, 1, 0    ; Pot
Nones,              5,-1,  no,  no,  3, 4    ; Rad
Nones,              6, 0,  no,  no,  2, 1    ; RR 
Nones,              4,-2,  no,  nil, 1, 0    ; Rec
Anglicism,          2, 0,  no,  no,  1, 2    ; Ref
Adv. Agriculture,   3, 1,  Lit, Gen, 3, 1    ; Rfg
Nones,              5, 1,  no,  no,  0, 2    ; Rep
Nones,              5,-2,  no,  no,  3, 0    ; Rob
No Pirates,         0, 0,  no,  no,  3, 3    ; Roc
Galley Tech,        0, 0,  no,  no,  3, 3    ; San
Exploration,        4, 0,  Nav, Inv, 1, 1    ; Sea
Janissaries,        0, 0,  no,  no,  3, 3    ; SFl
Light Cavalry,      0, 0,  no,  no,  3, 3    ; Sth
Swiss Pikemen I,    4, 0,  nil, nil, 1, 0    ; SE 
Swiss Pikemen II,   4, 0,  SE,  nil, 1, 0    ; Stl
Nones,              4,-2,  no,  nil, 1, 0    ; Sup
Tactics,            3,-2,  CA,  Fli, 1, 0    ; Tac
Counter Reformation,4, 2,  Csc, nil, 1, 2    ; The
Nones,              4, 0,  no,  no,  1, 3    ; ToG
Trade,              4, 2,  nil, nil, 0, 1    ; Tra
University,         3, 1,  nil, nil, 1, 3    ; Uni
Francis I Prison,   4, 0,  no,  no,  0, 0    ; War
Pirate tech,        0, 0,  no,  no,  3, 3    ; Whe
Nones,              4, 2,  no,  no,  0, 3    ; Wri
Barroque,           1, 0,  Cst, no,  3, 3    ; FT 
Spanish tech,       0, 0,  no,  no,  3, 3    ; U1 
English tech,       0, 0,  no,  no,  3, 3    ; U2 
Protestant tech,    0, 0,  no,  no,  3, 3    ; U3 
Swedish tech,       0, 0,  no,  no,  3, 3    ; X1 
Polish tech,        0, 0,  no,  no,  3, 3    ; X2 
German tech,        0, 0,  no,  no,  3, 3    ; X3 
French tech,        0, 0,  no,  no,  3, 3    ; X4 
Turk tech,          0, 0,  no,  no,  3, 3    ; X5 
German kinght,      0, 0,  no,  no,  3, 3    ; X6 
Knight,             0, 0,  no,  no,  3, 3    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Palace,                   10, 1,    nil,
Garrison,                  4, 1,    nil,
Granary,                   6, 1,    nil,
Tabern,                    4, 1,    nil,
MarketPlace,               8, 1,    nil,
Latin School,              8, 1,    nil,
Prison,                    8, 1,    CoL,
Fortifications,           10, 2,    Feu,
Well,                      8, 1,    nil,
Bank,                     12, 3,    Ban,
Cathedral,                12, 3,    MT, 
University,               16, 3,    Uni,
Chemist,                  16, 4,    Med,
Theatre,                  10, 2,    nil,
Workshop,                 20, 4,    nil,
Gunsmith,                 25, 4,    CA, 
Nones,                    20, 4,    no, 
Nones,                    20, 2,    no, 
Foundry,                  16, 4,    Met,
Nones,                    24, 4,    no, 
Nones,                    16, 2,    no, 
Stock Exchange,           16, 4,    Eco,
Sewer System,             12, 2,    Las,
Dyke,                      8, 3,    Rfg,
Faire,                    20, 5,    nil,
Print House,              16, 3,    CoL,
Nones,                    10, 2,    no, 
Coastal Fortress,          8, 1,    Iro,
Windmill,                 32, 4,    Hor,
Harbor,                    6, 1,    nil,
Commercial Dock,          16, 3,    Too,
Nones,                    16, 3,    no, 
Nones,                     6, 2,    no, 
Dockyard,                  8, 3,    Iro,
Nones,                     8, 0,    no, 
Nones,                    16, 0,    no, 
Nones,                    32, 0,    no, 
Extra Taxes,              60, 0,    nil,
National Unification,     20, 0,    nil,
Council,                  20, 0,    Phi,
The Old Exchange,         20, 0,    nil,
The Columbus Voyage,      20, 0,    nil,
The Royal Library,        30, 0,    Chi,
Henry VII Heresy,         30, 0,    nil,
Imperial Crown,           30, 0,    nil,
The Reconquista,          30, 0,    nil,
Gothic Cathedral,         30, 0,    nil,
Marco Polo's Embassy,     20, 0,    Ldr,
Zwiglio Teachings,        40, 0,    Cmn,
Copernicus' Observatory,  30, 0,    Ast,
Magellan's Expedition,    40, 0,    Ldr,
Vatican City,             30, 0,    nil,
Leonardo's Workshop,      40, 0,    nil,
Cinquecento,              40, 0,    E1, 
Gutemberg Print House,    40, 0,    nil,
Fugger Bank,              40, 0,    nil,
The Golden Age,           40, 0,    nil,
Union of Calmar,          40, 0,    nil,
Francis I Prison,         30, 0,    nil,
Reformation,              60, 0,    Cmn,
Jean Laurin Company,      60, 0,    Too,
Erasmos teachings,        60, 0,    nil,
Indies Company,           60, 0,    FP, 
Hagia Sophia,             60, 0,    nil,
Vesalio Studies,          60, 0,    Med,
Sant Ignatius Teachings,  60, 0,    The,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; National Unification
nil,        ; Council
FT,         ; The Old Exchange
nil,        ; The Columbus Voyage
Exp,        ; The Royal Library
nil,        ; Henry VII Heresy
Mys,        ; Imperial Crown
nil,        ; The Reconquista
nil,        ; Gothic Cathedral
nil,        ; Marco Polo's Embassy
nil,        ; Zwiglio Teachings
nil,        ; Copernicus' Observatory
nil,        ; Magellan's Expedition
nil,        ; Vatican City
nil,        ; Leonardo's Workshop
nil,        ; Cinquecento
nil,        ; Gutemberg Print House
FT,         ; Fugger Bank
nil,        ; The Golden Age
Uni,        ; Union of Calmar
nil,        ; Francis I Prison
NF,         ; Reformation
nil,        ; Jean Laurin Company
Uni,        ; Erasmos teachings
nil,        ; Indies Company
Uni,        ; Hagia Sophia
nil,        ; Vesalio Studies
nil,        ; Sant Ignatius Teachings


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
F. Cannon,    Mob, 0,  1.,0,  9a,1d,  1h,3f,  8,0,  0, X4,  000000001000000
Genius,       nil, 0,  2.,0,  0a,3d,  2h,1f,  6,0,  5, no,  000000000000000
Captain,      no,  0,  1.,0,  6a,5d,  2h,2f, 12,0,  0, no,  000010000000001
Sp. Pikemen,  no,  0,  1.,0,  2a,5d,  2h,1f,  5,0,  1, U1,  000010000000000
Ger. Knight,  no,  0,  2.,0,  8a,2d,  2h,1f,  8,0,  0, X3,  000010000000000
Sp L Calvary, Tac, 0,  3.,0,  3a,3d,  1h,1f,  6,0,  0, U1,  000000000000000
Sp Crossbowmen,no,  0,  1.,0,  4a,1d,  1h,2f,  5,0,  0, U1,  000000000000000
Teuton Knight,no,  0,  2.,0,  8a,3d,  2h,1f,  3,0,  0, no,  000000000000000
Jayalares,    no,  0,  1.,0,  7a,3d,  1h,2f,  4,0,  0, Fun, 001100000000000
Militia,      no,  0,  1.,0,  3a,3d,  1h,1f,  3,0,  1, Gue, 000001000000010
Burgd. Archers,no,  0,  0.,0,  0a,5d,  2h,1f,  5,0,  1, no,  000000000000000
Eng. Pikemen, no,  0,  1.,0,  2a,4d,  2h,1f,  5,0,  1, U2,  000010000000000
E Arcabussiers,no,  0,  1.,0,  5a,2d,  1h,2f,  5,0,  0, U2,  000000000000000
E Crossbowmen,no,  0,  1.,0,  5a,1d,  1h,2f,  4,0,  0, U2,  000000000000000
Fortress,     no,  0,  0.,0,  0a,7d,  2h,1f, 10,0,  1, Feu, 000010000000000
Knight,       no,  0,  2.,0,  6a,3d,  2h,1f,  7,0,  0, X7,  000010000000000
Reiter,       no,  0,  3.,0,  4a,3d,  1h,2f,  7,0,  0, X3,  000000000000000
French Knight,no,  0,  2.,0,  5a,3d,  2h,1f,  6,0,  0, X4,  000010000000000
Herreruelos,  no,  0,  3.,0,  7a,3d,  1h,2f,  8,0,  0, Tac, 000000000000000
Noblemen,     no,  0,  0.,0,  1a,1d,  1h,1f,  3,0,  6, no,  000000000000000
Pol. Calvary, Tac, 0,  3.,0,  4a,4d,  1h,1f,  6,0,  0, X2,  000000000000000
Husaria,      nil, 0,  2.,0,  8a,4d,  2h,2f,  7,0,  0, X2,  000010000000000
Ott. Cannons, Mob, 0,  1.,0,  9a,1d,  1h,3f,  8,0,  0, X5,  000000001000000
Siegue Cannons,no,  0,  1.,0,  8a,1d,  1h,3f,  8,0,  0, Fli, 000000001000000
Mobile Cannons,no,  0,  2.,0,  8a,2d,  1h,3f,  7,0,  0, Mob, 000000000000000
Heavy Cannons,no,  0,  1.,0, 10a,1d,  2h,3f,  8,0,  0, Mob, 000000000000000
Heavy Bombards,Mob, 0,  1.,0,  8a,1d,  1h,3f,  7,0,  0, nil, 000000000000000
Spahis,       no,  0,  2.,1,  7a,3d,  2h,1f,  6,0,  0, X5,  000000000000001
Janissaries,  nil, 0,  1.,2,  4a,4d,  2h,1f,  6,0,  1, SFl, 000000000000000
Ar Janissaries,no,  0,  1.,0,  6a,3d,  1h,2f,  6,0,  0, SFl, 000000000000000
O Arcabussiers,no,  0,  1.,1,  5a,2d,  1h,2f,  5,0,  0, X5,  000000000000100
Ott. Warrior, nil, 0,  1.,2,  3a,4d,  2h,1f,  5,0,  1, X5,  000000000000100
Merchantship, no,  2,  5.,0,  0a,3d,  2h,1f,  9,5,  4, FP,  000000000000000
Galleon,      no,  2,  4.,0,  6a,6d,  2h,2f, 12,3,  2, FP,  000000000000001
Galley,       no,  2,  3.,0,  5a,5d,  2h,2f, 10,2,  2, San, 000000000000000
Pirates,      Roc, 2,  5.,0,  8a,4d,  2h,2f,  8,1,  2, Whe, 000000000001000
Carrack,      FP,  2,  4.,0,  0a,2d,  2h,1f,  7,3,  4, Nav, 000000000000000
French Pikemen,no,  0,  1.,0,  2a,4d,  2h,1f,  5,0,  1, X4,  000010000000000
F Arcabussiers,no,  0,  1.,0,  5a,2d,  1h,2f,  6,0,  0, X4,  000000000000000
F Crossbowmen,no,  0,  1.,0,  4a,1d,  1h,2f,  5,0,  0, X4,  000000000000000
Swd Pikemen,  no,  0,  1.,0,  2a,4d,  2h,1f,  6,0,  1, X1,  000010000000000
S Arcabussiers,no,  0,  1.,0,  5a,2d,  1h,2f,  6,0,  0, X1,  000000000000000
S Crossbowmen,no,  0,  1.,0,  4a,1d,  1h,2f,  5,0,  0, X1,  000000000000000
Swiss Pikemen,no,  0,  1.,0,  3a,5d,  2h,1f,  7,8,  1, no,  000010000000000
Light Calvary,Tac, 0,  3.,1,  3a,3d,  1h,1f,  7,0,  0, Sth, 000000000000000
Border,       nil, 1,  0.,127,  0a,0d,  1h,1f, 127,0,  1, no,  000000000000000
Monk,         Esp, 0,  1.,0,  0a,0d,  1h,1f,  5,0,  6, Cer, 000000000000010
Spy,          nil, 0,  1.,0,  0a,0d,  1h,1f,  7,0,  6, Esp, 000001000000000
Oxcart,       nil, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Light Cannon, Mob, 0,  2.,0,  7a,1d,  1h,2f,  6,0,  0, nil, 000000000000000
Sp Arcabussier,nil, 0,  1.,0,  6a,2d,  1h,2f,  6,0,  0, U1,  000000000000000
Polish Warrior,nil, 0,  1.,0,  3a,4d,  2h,1f,  5,0,  1, X2,  000000000000000
Lithuan Archer,nil, 0,  1.,0,  4a,1d,  1h,2f,  5,1,  0, X2,  000000000000000
P Arcabussiers,nil, 0,  1.,4,  6a,2d,  1h,2f,  6,0,  0, X2,  000000000000000
Scots,        nil, 0,  1.,0,  6a,2d,  1h,2f,  5,0,  0, no,  000000000000001
Albanians,    nil, 0,  3.,0,  4a,4d,  1h,2f,  5,0,  0, no,  000000000000000
Suleiman I,   nil, 0,  2.,0,  8a,4d,  2h,3f,  7,0,  0, no,  000010001000011
Charles V,    nil, 0,  2.,0,  8a,4d,  2h,3f,  4,0,  0, no,  000010001000011
Francis I,    nil, 0,  2.,0,  8a,4d,  2h,3f,  4,0,  0, no,  000010001000011
Ar Landsknecht,nil, 0,  1.,0,  5a,2d,  1h,2f,  5,0,  0, X3,  000000000000000
Pk Landsknecht,nil, 0,  1.,0,  2a,5d,  2h,1f,  5,0,  1, X3,  000010000000000
Cr Landsknecht,nil, 0,  1.,0,  4a,1d,  1h,2f,  4,0,  0, X3,  000000000000000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   no,  1, 5, 5,   no,  1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,1,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   no,  1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Medt. Forest,1,2,  2,1,0,   no,  1,10, 1,   no,  0, 0,  0,  no,    ; Tun
Mdt. Forest,1,2,  2,1,0,   no,  0, 0, 0,   no,  1,15,  3,  no,    ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   no,  0,15,  0,  Pln,   ; Swa
Tundra,     2,3,  1,2,0,   Grs, 0,15, 6,   no,  0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  5,1,0,
Sheep,      1,2,  3,1,2,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Silver,     2,4,  1,3,4,
Gold,       3,6,  0,1,6,
Rabbit,     1,2,  4,1,0,
Rabbit,     1,2,  4,1,0,
MARIA!!!!,  2,3,  4,4,4,
Furs,       2,3,  1,0,5,
Fish,       1,2,  3,0,2,
Oasis,      1,2,  5,1,0,
Wheat,      1,2,  4,1,0,
Grassland,  1,2,  2,1,0,
Wild Boar,  2,3,  3,1,1,
Deer,       2,4,  3,2,1,
Silver,     3,6,  0,4,4,
Grapes,     1,2,  2,1,3,
Grapes,     1,2,  2,1,3,
Ducks,      2,3,  4,0,1,
Bear,       2,3,  4,0,2,
Whales,     1,2,  4,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
Fundamentalism, Sultan,      Sultan
Empire  ,       Prince,      Prince
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Zygmunt,      Zygmunt,             0, 1, 1, Polish,      Polish,      0,  1,  0,
Frederick,    Frederick,           0, 2, 3, Protestants, Protestant, -1,  0,  0,
Francis I,    Francis I,           0, 3, 0, French,      French,      1,  1, -1,
Charles I,    Charles V,           0, 4, 0, Habsburgs,   Habsburg,    0,  1,  0,     
Gustav I,     Gustav I,            0, 5, 3, Swedish,     Swedish,     0,  1, -1,
Henry VIII,   Henry VIII,          0, 6, 1, English,     English,    -1,  0,  1,
Suleiman II,  Suleiman II,         0, 7, 2, Ottomans,    Ottoman,     1,  1, -1,
Zygmunt,      Zygmunt,             0, 1, 1, Polish,      Polish,      0,  1,  0,
Frederick,    Frederick,           0, 2, 3, Protestants, Protestant, -1,  0,  0,
Francis I,    Francis I,           0, 3, 1, French,      French,      1,  1,  0,
Charles I,    Charles V,           0, 4, 1, Habsburgs,   Habsburg,    0,  1,  0,
Gustav I,     Gustav I,            0, 5, 3, Swedish,     Swedish,     0,  1,  0,
Henry VIII,   Henry VIII,          0, 6, 1, English,     English,    -1,  0,  1,
Suleiman II,  Suleiman II,         0, 7, 2, Ottomans,    Ottoman,     1,  1, -1,
Zygmunt,      Zygmunt,             0, 1, 1, Polish,      Polish,      0,  1,  0,
Frederick,    Frederick,           0, 2, 3, Protestants, Protestant, -1,  0,  0,
Francis I,    Francis I,           0, 3, 1, French,      French,      1,  1,  0,
Charles I,    Charles V,           0, 4, 1, Habsburgs,   Habsburg,    0,  1,  0,
Gustav I,     Gustav I,            0, 5, 3, Swedish,     Swedish,     0,  1,  0,
Henry VIII,   Henry VIII,          0, 6, 1, English,     English,    -1,  0,  1,
Suleiman II,  Suleiman II,         0, 7, 2, Ottomans,    Ottoman,     1,  1, -1,

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Wood,
Wool,
Cereal,
Cloth,
Linen,
Iron,
Copper,
Paper,
Hemp,
Silk,
Silver,
Spice,
Tobacco,
Gold,
Weapons,
Porcelain,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













